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jdsgames
24-11-2002, 11:11 PM
[About]
This is the 2nd test of the GameVision 2.x Game Application Framework.


[url]http://www.jdsgames.com/beta/gvtest2.zip

[What's New]
- fixed Direct3D init error
- added resolution enumeration
- mp3 music playback pauses when the app looses the focus
- misc fixes and enhancements

[Features]
- properly recovers on a context switch (ALT-TAB/ESC)
- viewport changing
- texture render
- font rendering
- alpha blending
- primitive rendering (lines, rectangles)
- load assets from zip file
- frame rate control
- sample playback
- mp3 streaming
- keyboard handling
- mouse handling
- see the <GameVision> folder in this distro for more info about GV

[Requires]
- DirectX 8.1 or higher
- D3D compliant video card
- optional mouse, soundcard

[Feedback]
- betatest@jdsgames.com


GameVision 2.x
Copyright (c) 1994-2003 JDS Games
All Rights Reserved.

Bobby
24-11-2002, 11:55 PM
Hi, works great on my computer :)

Athlon 1800
Geoforce 4 Ti 4200

Do you have any graphic samples from your engine that you've been working on lately?

jdsgames
25-11-2002, 12:11 AM
Hi Bobby,

This is great news. I had some probs with d3d init on a few computers so added some code to fix this. Also, testing GVAudio to make sure its gonna work efficiently in a game environment.

I have been doing engine coding the past few months, tweaks and fixes and just starting to add game elements. The next test or two, I hope to have some game related images.

Oh, did you get your vol problem fixed?

Thanks for the feedback, it helps me a great deal.

Philth
27-11-2002, 06:04 PM
Works okay on my machine here at work. But when you exit, it left my windows res at 640x480 instead of dumping me back to 1024x768 ... Had to manually go into the screen properties and change it back.

Mouse movement seemed a little laggy, as if the timer for the update on the image wasn't fast enough.

Edit: I just noticed a little window sitting on my desktop. It reads:

Access violation at address 0046B985 in module 'gvtest2.exe'.
Read of address 00000040.

Machine specs:

Compaq 1.7Ghz 256MB, Win2000Pro, NVidia Vanta 16MB (Latest drivers)

....

I'll try my two machines I have at home later tonight...

jdsgames
27-11-2002, 08:53 PM
Philth,

Thanks for the feedback.

*sigh*.. the dreaded "access violation"... hmmm

I got this error on another machine too. What seems to be common between your machine and the one I got the AV on was the 16MB video card (monster fusion). If you could send me the .log file.. that would be great. I notice the error when trying to load the textures.

I am in the process of converting to dx8.1 so all the feedback is helping me solved these problems. Thanks so much. Keep'em coming.

Philth
27-11-2002, 09:31 PM
Display Adapter #0(NVIDIA Vanta 16MB (Compaq) ) : TGVRender.EnumerateHardware
------------------------------------------------
640 by 480, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
400 by 300, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
512 by 384, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
512 by 384, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
512 by 384, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
512 by 384, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1024 by 768, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1024 by 768, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1024 by 768, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1024 by 768, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1152 by 864, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1152 by 864, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1152 by 864, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1152 by 864, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1152 by 864, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 1024, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 1024, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 1024, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 1024, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 1024, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1200, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
400 by 300, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
512 by 384, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
512 by 384, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
512 by 384, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
512 by 384, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1024 by 768, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1024 by 768, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1024 by 768, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1024 by 768, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1152 by 864, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1152 by 864, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1152 by 864, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1152 by 864, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1152 by 864, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 1024, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 1024, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 1024, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 1024, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 1024, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1200, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color

================================================== =======================
INPUT STATUS
================================================== =======================
Created DirectInput Object
Set Keyboard Data Format
Set Keyboard Cooperative Level to NOEXCLUSIVE|FORGROUND
Keyboard Installed
Set Mouse Data Format
Set Mouse Cooperative Level to EXCLUSIVE|FORGROUND
Mouse Installed
Shutdown Mouse
Shutdown Keyboard
Shutdown DirectInput

Philth
28-11-2002, 01:53 AM
Tried it on my home machine .. P1.6 GForce3 Ti200 .. 1GB ram.. Win XP

It worked fine till I hit escape and the screen froze.. I couldnt alt-tab.. I had to do the CTRL-ALT-DEL to bring up the task manager and kill the process.

Log file:

Display Adapter #0(NVIDIA GeForce3 Ti 200 ) : TGVRender.EnumerateHardware
------------------------------------------------
320 by 200, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
320 by 200, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
320 by 200, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
320 by 200, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
320 by 240, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
320 by 240, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
320 by 240, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
320 by 240, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
400 by 300, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
400 by 300, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
400 by 300, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
400 by 300, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
480 by 360, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
480 by 360, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
480 by 360, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
480 by 360, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
512 by 384, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
512 by 384, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
512 by 384, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
512 by 384, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 400, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 400, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 400, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 400, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 16 Bits, 120Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 16 Bits, 140Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 16 Bits, 144Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 16 Bits, 150Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
640 by 480, 16 Bits, 170Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 120Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 140Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 144Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
800 by 600, 16 Bits, 170Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
848 by 480, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
848 by 480, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
848 by 480, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
848 by 480, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
848 by 480, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
848 by 480, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
848 by 480, 16 Bits, 120Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
848 by 480, 16 Bits, 140Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
848 by 480, 16 Bits, 144Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
848 by 480, 16 Bits, 170Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1024 by 768, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1024 by 768, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1024 by 768, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1024 by 768, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1024 by 768, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1024 by 768, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1024 by 768, 16 Bits, 120Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1152 by 864, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1152 by 864, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1152 by 864, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1152 by 864, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1152 by 864, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1152 by 864, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 720, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 720, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 720, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 720, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 720, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 720, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 720, 16 Bits, 120Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 720, 16 Bits, 140Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 768, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 768, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 768, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 768, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 768, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 768, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 768, 16 Bits, 120Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 960, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 960, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 960, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 960, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 960, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 960, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 1024, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 1024, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 1024, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 1024, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 1024, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1280 by 1024, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1360 by 768, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1360 by 768, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1360 by 768, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1360 by 768, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1360 by 768, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1360 by 768, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1360 by 768, 16 Bits, 120Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 900, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 900, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 900, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 900, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 900, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 900, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1024, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1024, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1024, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1024, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1024, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1024, 16 Bits, 100Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1200, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1200, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1200, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1200, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1600 by 1200, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1080, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1080, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1080, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1080, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1080, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1200, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1200, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1200, 16 Bits, 72Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1200, 16 Bits, 75Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1200, 16 Bits, 85Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1440, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
1920 by 1440, 16 Bits, 70Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
2048 by 1536, 16 Bits, 60Hz - 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue
320 by 200, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
320 by 200, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
320 by 200, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
320 by 200, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
320 by 240, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
320 by 240, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
320 by 240, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
320 by 240, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
400 by 300, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
400 by 300, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
400 by 300, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
400 by 300, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
480 by 360, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
480 by 360, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
480 by 360, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
480 by 360, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
512 by 384, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
512 by 384, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
512 by 384, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
512 by 384, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 400, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 400, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 400, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 400, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 480, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 480, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 480, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 480, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 480, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 480, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 480, 32 Bits, 120Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 480, 32 Bits, 140Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 480, 32 Bits, 144Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 480, 32 Bits, 150Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
640 by 480, 32 Bits, 170Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 120Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 140Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 144Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
800 by 600, 32 Bits, 170Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
848 by 480, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
848 by 480, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
848 by 480, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
848 by 480, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
848 by 480, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
848 by 480, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
848 by 480, 32 Bits, 120Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
848 by 480, 32 Bits, 140Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
848 by 480, 32 Bits, 144Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
848 by 480, 32 Bits, 170Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1024 by 768, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1024 by 768, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1024 by 768, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1024 by 768, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1024 by 768, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1024 by 768, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1024 by 768, 32 Bits, 120Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1152 by 864, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1152 by 864, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1152 by 864, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1152 by 864, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1152 by 864, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1152 by 864, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 720, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 720, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 720, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 720, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 720, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 720, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 720, 32 Bits, 120Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 720, 32 Bits, 140Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 768, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 768, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 768, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 768, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 768, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 768, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 768, 32 Bits, 120Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 960, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 960, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 960, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 960, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 960, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 960, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 1024, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 1024, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 1024, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 1024, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 1024, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1280 by 1024, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1360 by 768, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1360 by 768, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1360 by 768, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1360 by 768, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1360 by 768, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1360 by 768, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1360 by 768, 32 Bits, 120Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 900, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 900, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 900, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 900, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 900, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 900, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1024, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1024, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1024, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1024, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1024, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1024, 32 Bits, 100Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1200, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1200, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1200, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1200, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1600 by 1200, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1080, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1080, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1080, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1080, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1080, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1200, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1200, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1200, 32 Bits, 72Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1200, 32 Bits, 75Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1200, 32 Bits, 85Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1440, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
1920 by 1440, 32 Bits, 70Hz - 32-bit RGB pixel format where 8 bits are reserved for each color
2048 by 1536, 32 Bits, 60Hz - 32-bit RGB pixel format where 8 bits are reserved for each color

================================================== =======================
INPUT STATUS
================================================== =======================
Created DirectInput Object
Set Keyboard Data Format
Set Keyboard Cooperative Level to NOEXCLUSIVE|FORGROUND
Keyboard Installed
Set Mouse Data Format
Set Mouse Cooperative Level to EXCLUSIVE|FORGROUND
Mouse Installed
Shutdown Mouse
Shutdown Keyboard
Shutdown DirectInput

jdsgames
28-11-2002, 02:41 AM
Hi,

Try this new EXE. Just place in same folder over the old EXE:
http://www.jdsgames.com/beta/gvtest2_exe.zip

Hopefully this should fix the AV errors. I am able to run it on the Monster Fusion machine successfully.

Thanks.

Philth
28-11-2002, 06:53 AM
Worked fine on my home machine. Wont be able to try work machine till Friday if I remember.

jdsgames
28-11-2002, 01:06 PM
COOLNESS!

Now on to actor, scene management and scripting.

Much thanks dude.

jdsgames
23-01-2003, 11:18 PM
[ RELEASE ]
GameVision 2 SDK - BETA 1

This is the first public release of the GameVision SDK. Its feature complete and can easily create any type of 2D game with D3D for rendering. GameVision 1.x powered our game FreeStrike (http://www.jdsgames.com/freestrike)

GV is not component based. You have to manually add the units for a feature that you want to use. I designed it to be easy to use, robust and feature rich and should be easy to use in your projects.

[ REQUIREMENTS ]
* Delphi 7 Pro or higher ( lower versions will follow )
* DirectX 8.1b runtime
* Direct3D compliant 3D video card
* DirectSound compliant audio card (optional)

[ INSTALLATION ]
* Put the Runtime DLLs in the path and the DCP files in the Delphi path.
* Create a new project
* Check "build with packages" replace the packages with the GameVision package.
* Add the GVActor, GVApp, GVAudio, GVGraphics, GVInput, GVMath, GVUI,
GVUtils and GVTools to your uses section as needed.
* See the [docs] and [tutorial] folders for more info on how to use.

NOTE: More examples and documentation will follow.

[ FEATURES ]
* DirectX8.1 for 2D rendering
* Delphi 7 (only D7 at the moment, BPL based)
* OOP
* Graphics ( enum, mode selection, lines, rects, render states, sprite manager )
* Sprites ( load from disk or zip rez file, use one image or many images per texture,
angle, scaling, render states, render a rect of the texture )
* Textured fonts ( true type, build, save, load, print, center )
* Audio ( sfx, streaming mp3, channel management )
* Input ( input context, device press/release/hit)
* GUI ( flexible menuing system )
* Actor ( actor, scene management )
* Math ( vectors, line intersection, sin/cos table, angles )
* App ( app window creation, event management system )
* Resources ( standard zipfile resources, configuration management )
* Various common utility routines
* Much more

[ PLANNED FEATURES ]
* Plug-in support
* Scripting support
* AI system
* Comprehensive docs, demos and tuts

[ DOWNLOAD ]
ftp://ftp.jarroddavis.com/gvsdk2_beta1.zip (3.5MB)

[ SUPPORT ]
* http://www.jarroddavis.com - JDS website
* GameVision forum: (more info about release)
http://www.jarroddavis.com/forums/forum.asp?FORUM_ID=5
* support@jarroddavis.com - support email

You are free to you GV for your own projects. In exchange, help me to
make it better with your feedback, suggestions and bug reports.

If you would like to contribute a demo and/or tutorial, contact us. I encourage you to use the GameVision forum at our website for community support.

[ EULA ]
GameVision(tm) Game Application Framework, tools and tutorials
are Copyright Ac 1994-2003 Jarrod Davis Software.

You may not reverse engineer, or claim GameVision or it's tools as your
own work. You are hereby granted the right to use GameVision and it's
tools to produce your own applications without giving us any credit or
paying us any money.

You may redistribute GameVision, provided that the archive remain
intact. All files of the original distribution must be present!

This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.

If you have further legal questions, please mail legal@jarroddavis.com

hsstudios
24-01-2003, 12:11 AM
Downloading...

jdsgames
25-01-2003, 06:04 PM
Things added since BETA 1 release:

[ GVGraphics Unit ]
TGVImage
GVImage allows you to display a full size image such as 640x480 using the 3D hardware. You specify the tile size such as 256 and it will break the image up into appropriate sized textures suitable for rendering. It will then stitch them back together displaying the full image rendered in hardware.

TGVPolygon
GVPolygon is a flexible 2D polygon class. You can define as many line segments as you desire and using the line drawing routine from the rendering class, link the segment to display a polygon. You can get the number of segment, which segments are visible (on or off). The polygon can also scaled and rotated.

TGVMovieRecord
GVMovieRecord makes use of video for windows to create a .AVI of your application. Currently there is no sound support.

[ GVTools Unit ]
TGVExeVersionInfo
GVExeVersionInfo gives version info about your EXE file.

TGVGuess
GVGuess will try and pick the correct number between min/max.

TGVuniqueRandNum
GVuniqueRandNum will return a unique random number.

TGVMotion
GVMotion allows smooth acceleration/deceleration of an object

function GV_Http_Get(Url: string): string;
GV_Http_Get allows you to pass in a URL string to a server and it waits and returns the response string.

procedure GV_DrawGauge(Render: TGVRender; X, Y: Integer; Width,
Height, Value, MaxValue: Single; FColor, BColor: Cardinal);
GV_DrawGauge renders a rectangle 2 color gauge on your display.

function GV_RemoveSpaces(S: string): string;
GV_RemoveSpace will remove all spaces in the passed string and return to you the new string.

function GV_FrameTimeElapsed(var Timer: Single; Frames, ElapsedTime: Single): Boolean;
GV_FrameTimeElapsed allows you to do timing based on elapsed time.

function GV_LoadFont(BaseName: string; RezFile: TGVRezFile; Render: TGVRender): TGVFont;
GV_LoadFont is a convenient shell around the TGVFont class.

jdsgames
25-01-2003, 06:05 PM
Oops... some how the GameVision.bpl was missing from the archive. This has been fixed and a new archive zipped and placed on the server:
ftp://ftp.jarroddavis.com/gvsdk2_beta1.zip (4.6MB)

I will create a new build with the added features above after I have tested them more.

jdsgames
26-01-2003, 04:53 AM
I uploaded the start of what will become comprehensive documentation for GV:
ftp://ftp.jarroddavis.com/gvsdk2.chm (194KB)

Its in its infancy and mainly outlines the classes, types and constants. It will improve over time. The SDK has also been updated with the latest additions including the help file.

jdsgames
28-01-2003, 06:48 PM
[ RELEASE ]
GameVision 2 SDK - BETA 1 Update #2

[ HISTORY ]
(Update #2)
* GameVision.dll replaces D3DX81ab.dll and zlib.dll
* Added object streaming support
* Added plug-in support.
* Added plug-in demo
* Fixed memory leak in demo programs and added more comments
* Cleaned up the SDK
* New classes:
GVPlugIn - base plugin class
GVStream - base stream class
GVStreamObject - all streamable objects must be derived
from
GVCompressedFileStream - store file data in compressed form
* New Member Routines:
GVApplication:
Stream_IsObjectRegistered - check if object is registered with the
stream system
Stream_LoadObject - dynamiclly load object from stream
Stream_LoadString - load a string from a stream
Stream_RegObject - register object with stream system
Stream_SaveObject - store object onto a stream
Stream_SaveString - save a string onto a stream
* New Routines:
GV_PlugIn_LOadDLL - loads a plugin DLL into memory
GV_PlugIn_UnloadDLL - frees loaded plugin DLL
GV_PlugIn_Create - creats an instance of a plugin from the
loaded DLL

[ DOWNLOAD ]
ftp://ftp.jarroddavis.com/gvsdk2_beta1.zip (~5MB)
ftp://ftp.jarroddavis.com/gvsdk2.chm (~200KB)

jdsgames
02-02-2003, 06:10 AM
[ RELEASE ]
GameVision SDK 2.x

The GameVision SDK is feature complete and can easily create
any type of 2D game with D3D for rendering. GameVision 1.x
powered our game FreeStrike (http://www.jdsgames.com/freestrike)

GV was designed to be easy to use, robust and feature rich
and should be easy to use in your projects.

[ HISTORY ]
Initial release

[ REQUIREMENTS ]
* Delphi 7 Pro or higher
* DirectX 8.1b runtime
* Direct3D compliant 3D video card
* DirectSound compliant audio card (optional)

[ INSTALLATION ]
* Put GameVision.dll, GameVision.bpl in the system path and the DCP
files in the Delphi path.
* Create a new project
* Check "build with packages" replace the packages with the GameVision
package.
* Add the GV units to your uses section as needed.
* See the [docs] and [samples] folders for more info on how to use.

[ FEATURES ]
* DirectX8.1 for 2D rendering
* Delphi 7 Pro or higher
* OOP
* Audio ( Sfx, MP3, music player)
* App ( app window, file logging, exeption handling, framerate control, object streaming)
* Graphics ( mode enum, primatives, render state management, texture, font, sprite, images, movie rec )
* Input ( input device, input context)
* Math ( vector, angle, line intersection)
* Plugin (plug dll management )
* Resources ( streaming, resource file, configuration )
* System ( base object, varient data )
* Tools ( handy classes and routines )
* UI ( flexable menuing system )
* Utils ( common routines used throught the sdk )
* Documentation ( compiled html help )
* Much more

[ PLANNED FEATURES ]
* Scripting support
* AI system
* comprehensive docs, demos and tuts

[ DOWNLOAD ]
ftp://ftp.jarroddavis.com/gv/gvsdk2.zip (~5MB)
ftp://ftp.jarroddavis.com/gv/gvsdk2.chm (~200KB)


[ SUPPORT ]
* http://www.jarroddavis.com - JDS website
* http://www.jarroddavis.com/forums - GameVision forum
* support@jarroddavis.com - support email

You are free to you GV for your own projects. In exchange, help us to
make it better with your feedback, suggestions and bug reports.

If you would like to contribute a demo and/or tutorial, contact us. We
encourage you to use the GameVision forum at our website for community
support.

[ EULA ]
GameVision(tm) Game Application Framework, tools and tutorials
are Copyright Ac 1994-2003 Jarrod Davis Software.

You may not reverse engineer, or claim GameVision or it's tools as your
own work. You are hereby granted the right to use GameVision and it's
tools to produce your own applications without paying us any money. We
do require that you acknowledge us in your application's credits and/or
documentation. An acceptable statement can be such as:

"<application name> created with the GameVision Game Application
framework developed by Jarrod Davis Software.
www.jarroddavis.com
"
You may redistribute GameVision, provided that the archive remain
intact. All files of the original distribution must be present!

Media used in the demos, tutorials and tools are copyright Jarrod Davis
Software and may not be used for any purpose.

This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.

If you have further legal questions, please mail legal@jarroddavis.com

jdsgames
03-02-2003, 03:22 AM
*Sigh*

We had to add more security measures to our internet servers (web, mail, fp) as someone hacked us. ARRG! Now we need to make sure everyone can access the site and download the files successfully. Please let us know if you experience any problems.

Man, viruses, hacking, when will it end?

http://www.jarroddavis.com - web
ftp://ftp.jarroddavis.com - ftp
jarroddavis@jarroddavis.com - email

Sly
03-02-2003, 03:42 AM
I'm getting no joy. IE says it's opening the web page, but that's all. IE does not like the FTP either, but DOS FTP is fine. D'oh, now it's not allowing me to FTP in DOS either. Only 3 concurrent sessions allowed from the same IP, even though I have closed all attempted or open sessions.

jdsgames
03-02-2003, 03:48 AM
Sly,

Thanks for checking this for me. I just changed a few settings, see if you can get in now.

Thanks man.

Sly
03-02-2003, 07:30 AM
I'm able to use DOS FTP again. The web page still does not load.

Sly
03-02-2003, 07:37 AM
Correction... I can connect to the FTP site, but when I try to get either of the GVSDK files, the pauses on the 'Opening BINARY mode connection' until the server disconnects me.

jdsgames
04-02-2003, 06:53 AM
Man oh man... *sigh* very sorry for all the problems we've been having. Site was hacked pretty bad. I am in the process of redoing the server. I have a temp page/link up so that people can download:
http://www.jarroddavis.com
Let us know if you continue to have problems.

Thanks for your patience.

Sly
04-02-2003, 11:00 PM
It's much better now, Jarrod. The (basic) webpage loads and I can retrieve the files using FTP.

jdsgames
04-02-2003, 11:29 PM
COOLNESS!

Thanks man. I hope to have the full site back up soon.

jdsgames
05-02-2003, 04:39 AM
We're back online now and you should be able to reach/browse the site, use the forums and download files. The rest of the site will come together over the coming weeks.

Thanks for your continued support.

jdsgames
12-02-2003, 04:13 AM
The GV site is now online. I will be adding more content in the coming weeks including tuts, examples and documentation.

http://gamevision.jarroddavis.com

jdsgames
16-02-2003, 04:06 AM
GameVision SDK 2.0.1 Released.

Adds support for Delphi 6 Pro or higher. Visit the GameVision page for more info.
http://gamevision.jarroddavis.com

jdsgames
19-02-2003, 05:30 AM
I posted the start of a mini game project showing how to make a game with GV. Its work-in-progress at the moment and I will continue to update it over the coming weeks as I have time.

You can download it here:
ftp://ftp.jarroddavis.com/gv/contrib/games/ministrike.zip (1.49MB).

NOTE: You will need the last version of GameVision SDK (updated on FTP) to compile the sources which is version 2.0.2. You can always check the time-stamp on the files for the current version. For example 2.02AM will be v2.0.2.

jdsgames
04-03-2003, 12:31 AM
ScriptG Video Game Library - by RWD Games
This product is an set of utilities and language extensions for the GameVision Game Application Framework. ScriptG library adds advanced functionality such as animation design and automation, behavior classes, pathing, map layers, and advanced collection classes to automate management of multiple GameVision base classes. A preview of the ScriptG Animation Editor is online.

ScriptG info:
http://www.rwdgames.com/scriptg.html

ScriptG Animation Editor preview:
http://www.rwdgames.com/animpreview.html

jdsgames
24-03-2003, 03:55 AM
GameVision 3.x Scripting Test

[keys]
Q - Quit

[script]
* DISPLAY_WINDOWED := [False | True];
* TGVActor.Rotate(aSpeed, aElapsedTime: Single);
aSpeed - rotate speed (can be negative or positive)
aElapsedTime - framebased elapsed time (supplied by engine)

[notes]
In this test, you can only toggle display_windowed on/off and change the rotation value, but it demonstrates the viability of the scripting interface.

There is NO error checking in the script yet so don't enter invalid values.

[download]
http://betaplace.jarroddavis.com/gv/gv3_script_test.zip

[feedback]
Let me know how this test runs on your system.
http://wwww.jarroddavis.com
support@jarroddavis.com

http://betaplace.jarroddavis.com/gv/gv3_script_test.zip

jdsgames
11-04-2003, 12:59 AM
[ RELEASE ]
GameVision SDK 3.x

The GameVision SDK is feature complete and can easily create
any type of 2D game with D3D for rendering. GameVision 1.x
powered our game FreeStrike (http://www.jdsgames.com/freestrike)

GV was designed to be easy to use, robust and feature rich
and should be easy to use in your projects. Now works with
Delphi 4 and higher.


[ REQUIREMENTS ]
* Delphi 4 or higher
* DirectX 8.1b runtime
* Direct3D compliant 3D video card
* DirectSound compliant audio card (optional)

[ INSTALLATION ]
* Put the DLL in the system path and the SOURCE folder in the
Delphi path.
* Create a new project
* Add the GameVision & GVFramework units to your uses section
* See the [docs] and [samples] folders for more info on how to use.

[ FEATURES ]
* DirectX8.1 for 2D rendering
* Delphi 4 or higher
* Audio ( Sfx, MP3, music player)
* App ( app window, file logging, exception handling, framerate control)
* Graphics ( mode enum, primitives, render state management, texture, fonts )
* Input ( keyboard & mouse support, hit, released and pressed events )
* Math ( vector, angle, line intersection)
* Resources ( zip file archive )
* Sprite Manager (pages, groups, on sprite object can manage all your sprites)
* Documentation ( compiled html help )
* Much more

[ DOWNLOAD ]
ftp://ftp.jarroddavis.com/gv/gvsdk3.zip (~1MB)

[ SUPPORT ]
* http://www.jarroddavis.com - JDS website
* http://gamevision.jarroddavis.com - GameVision website
* support@jarroddavis.com - support email

You are free to you GV for your own projects. In exchange, help us to
make it better with your feedback, suggestions and bug reports.

If you would like to contribute a demo and/or tutorial, contact us. We
encourage you to use the GameVision forum at our website for community
support.

[ EULA ]
See the LICENSE.TXT file.

jdsgames
16-04-2003, 07:58 PM
[ RELEASE ]
GameVision SDK 3.0.1.0

The GameVision SDK is feature complete and can easily create
any type of 2D game with D3D for rendering. GameVision 1.x
powered our game FreeStrike (http://www.jdsgames.com/freestrike)

GV was designed to be easy to use, robust and feature rich
and should be easy to use in your projects.

[ HISTORY ]
(Version 3.0.1.0)
+ Added the following image routines:
gvImage_Load, gvImage_Free and gvImage_Render
The allow you to load a fullscreen image into textures and render them via
the hardware.
= Fixed a mem leak/GPF in the enum display mode routine which was causing
an intermittent crash on startup.
= Fixed context switch problem in fullscreen mode.
+ Added a loop flag to gvAudio_PlayMusic so that you can make a music file
loop. (thanks Gino A. Costa)
= Fixed a bug in the gvSprint_AddImageGroup routine. (thanks Tim Reiner)
+ Added gvSprite_RenderImageRect. Allows you to display a rect portion of
a page or rect defined by the image number starting at the upper top,left
rather than being centered such as what gvSprite_Render does. Good for
displaying tiled images.
+ Added four new demos
+ Updated the GVFramework unit:
(classes)
TGVColor - Color class
TGVTGVExeVersionInfo - Get version info from EXE
TGVGuess - Guess hand class
TGVUniqueRandNum - Generate up to 1000 unique random numbers
TGVMotion - Class that will generate smooth motion
TGVScreenShot - Screen shot class (experimental)
TGVData - Varient data/message class
TGVObject - Base object used by the framework
TGVSingleton - Create only one instance of an object
TGVEventList - Post messages to any object placed on the list
TGVStream - Base stream class
TGVStreamObject - Persistant object that can save/load to stream
TGVActor - Base actor class
TGVActorScene - Actor scen manager.
TGVSpriteActor - Base Actor that can render itself
TGVMenu - Flexable menuing system
TGVPlugIn - Plugin class
TGVGame - Base game class
(routines)
[manage plugin dll]
function gvPlugIn_LoadDLL(Path: string): Boolean;
function gvPlugIn_Create(PID: TGUID): TGVPlugIn;
procedure gvPlugIn_UnloadDLL;
[object streaming]
procedure gvStream_RegObject(AClass: TGVObjectClass);
function gvStream_IsObjectRegistered(AClass: TGVObjectClass): Boolean;
procedure gvStream_SaveObject(Stream: TGVStream; Obj: TGVStreamObject);
function gvStream_LoadObject(Stream: TGVStream): TGVStreamObject;
procedure gvStream_SaveString(Stream: TGVStream; S: string);
function gvStream_LoadString(Stream: TGVStream): string;
[dir/file reading]
procedure gvDir_Read(const DirStr: string; var StrList: TStringList; Notify: TGVObject);
procedure gvDir_GetFiles(const DirStr, FileStr: string; var StrList: TStringList; Notify: TGVObject);
procedure gvDir_GetAllFiles(const DirStr, FileStr: string; var StrList: TStringList; Notify: TGVObject);
[misc]
procedure gvObject_FreeNil(var Obj); // frees/nils and object instance
(types)
TGVObjectClass = class of TGVObject // TGVObject meta class
TGVPlugIn_Create = function(PID: TGUID): TGVPlugIn; // plug dll exported function
(vars)
Common colors redeclared as TGVColor objects.
NOTE: There is no documentation/examples for the GVFramework unit yet. Hope to update/add soon.

[ REQUIREMENTS ]
* Delphi 4 or higher
* DirectX 8.1b runtime
* Direct3D compliant 3D video card
* DirectSound compliant audio card (optional)

[ INSTALLATION ]
* Put the DLL system path and the /source folder in the Delphi path.
* Create a new project
* Add the GameVision & GVFramework units to your uses section
* See the [docs] and [samples] folders for more info on how to use.

[ FEATURES ]
* DirectX8.1 for 2D rendering
* Delphi 4 or higher
* Audio ( Sfx, MP3, music player)
* App ( app window, file logging, exeption handling, framerate control, object streaming)
* Graphics ( mode enum, primatives, render state management, texture, font, sprites )
* Input ( keyboard & mouse support, hit, released and pressed events )
* Math ( vector, angle, line intersection)
* Resources ( zip file archive )
* Sprite (pages, groups, on sprite object can manage all your sprites)
* Documentation ( compiled html help )
* Much more

[ DOWNLOAD ]
ftp://ftp.jarroddavis.com/gv/gvsdk3.zip (~1.8MB)


[ SUPPORT ]
* http://www.jarroddavis.com - JDS website
* http://gamevision.jarroddavis.com - GameVision website
* support@jarroddavis.com - support email

You are free to you GV for your own projects. In exchange, help us to
make it better with your feedback, suggestions and bug reports.

If you would like to contribute a demo and/or tutorial, contact us. We
encourage you to use the GameVision forum at our website for community
support.

[ EULA ]
See the LICENSE.TXT file.

[ SPECIAL THANKS ]
- Yuriy Kotsarenko (aka "Life Power") for providing his pixel conversion
routines which are copyright by Yuriy Kotsarenko
(http://turbo.gamedev.net/powerdraw.asp).

jdsgames
04-05-2003, 11:29 PM
[ RELEASE ]
GameVision SDK 3.1.0

The GameVision SDK is feature complete and can easily create
any type of 2D game with D3D for rendering. GameVision 1.x
powered our game FreeStrike (http://www.jdsgames.com/freestrike)

GV was designed to be easy to use, robust and feature rich
and should be easy to use in your projects.


[ WHAT's NEW ]
* Revamped the API and moved all the supported features into
the DLL. Now all 32 bit versions of Delphi is now supported
as well as any modern language that supports DLLs
* Lots of bug fixes and enhancements
* Fully documented examples


[ KNoWN ISSUES ]
* The Actor interface is still experimental and not fully tested yet.
* The HTML help for v3.1 has not been complete yet. See the
examples for help.


[ REQUIREMENTS ]
* Delphi 2 or higher
* DirectX 8.1b runtime
* Direct3D compliant 3D video card
* DirectSound compliant audio card (optional)


[ INSTALLATION ]
* Put the DLL in your system path and the /source folder in the Delphi path.
During develoment add [your_drive_letter]:\gvsdk to windows search path so
the dll can be found and add [your_drive_letter]:\gvsdk\source to delphi's
search path.
* Create a new project
* Add the GameVision unit to your uses section
* See the [docs] and [samples] folders for more info on how to use.


[ FEATURES ]
* DirectX8.1 for 2D rendering
* Delphi 2 or higher
* Interfaces:
- Color
- LogFile
- Strings
- Memory
- Data
- Vector
- Angle,
- Randnum
- RenderDevice
- App
- AppWindow
- Timing
- Lines
- Points
- Polygons
- RezFile
- Textures
- Sprite
- Fonts
- Image
- Input
- Audio
- MusicPlayer
- Entity

* Documentation ( compiled html help )
* Much more


[ DOWNLOAD ]
ftp://ftp.jarroddavis.com/gamevision/gvsdk3.zip (3.1MB)


[ SUPPORT ]
* http://www.jarroddavis.com
* support@jarroddavis.com - support email
* join the GameVision mail list to stay current on the lastest info.
Send an email to listserver@jarroddavis.com with the following
in the subject line:

JOIN gamevision.mailist@jarroddavis.com, your_email_addr, your_name

You are free to you GV for your own projects. In exchange, help us to
make it better with your feedback, suggestions and bug reports.

If you would like to contribute a demo and/or tutorial, contact us. We
encourage you to use the GameVision forum at our website for community
support.


[ EULA ]
You are hereby granted the right to use GameVision and it's
tools to produce your own applications without paying us any
money, subject to the following restrictions:

1. You may not reverse engineer, or claim GameVision or it's tools
as your own work.

2. We require that you acknowledge us in your application's credits
and/or documentation. An acceptable statement can be such as:

created with the GameVision SDK developed by
Jarrod Davis Software.
http://www.jarroddavis.com

3. You may not create a library that uses this library as a main part
of the program and sell that library.

4. You may redistribute GameVision, provided that the archive remain
intact. All files of the original distribution must be present!

5. Media used in the demos, tutorials and tools are copyright
Jarrod Davis Software and may not be used for any purpose.

6. This notice may not be removed or altered from any distribution.

This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.

If you have further legal questions, please mail legal@jarroddavis.com


[ SPECIAL THANKS ]
- Yuriy Kotsarenko (aka "Life Power") for providing his pixel conversion
routines which are copyright by Yuriy Kotsarenko
(http://turbo.gamedev.net/powerdraw.asp).

jdsgames
07-05-2003, 01:25 AM
JARRODDAVIS.COM is back online. Some sections are still under development. All should be up soon.